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Warshard Warrior Dedication Feat 12

This Feat may contain spoilers from the Revenge of the Runelords Adventure Path

Rare Destiny Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 84


When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out. If you still carry the warshard that empowered you, you might carry it as a token or wear it as jewelry—if indeed it’s not simply embedded into your body. Regardless, the warshard itself no longer has any intrinsic power of its own, and even if you toss the warshard aside, its gifts do not leave you, nor can another benefit from them. If you throw the warshard away or lose it, your destiny remains unaltered; you have, in effect, become the warshard itself. This power manifests through a weapon you wield.

When you make your daily preparations, choose one weapon in your possession in which you have at least expert proficiency. That weapon becomes your warshard weapon until you choose a different weapon in your possession during another of your daily preparations. You can choose a mundane nonmagical weapon, a weapon with magical runes, one made of an unusual material, or even a specific magic weapon such as a storm flash or a bloodletting kukri, but not an intelligent weapon or an artifact like the bastard sword Serithtial or one of the seven swords of sin. While you don’t lose access to your warshard warrior feats if your warshard weapon is taken from you or destroyed, note that several of this destiny’s feats require you to be wielding your warshard weapon. You can etch or remove runes from a warshard weapon normally. You can have only one warshard weapon at a time.

Your gain the Mythic Strike feat, but you can only use it with your warshard weapon.

Whenever you make a Strike with your warshard weapon at mythic proficiency, you double the amount of additional damage you deal with the weapon specialization class feature. When you make Crafting checks to Repair your warshard weapon, your treat your proficiency rank in Crafting as legendary for determining how many Hit Points you restore to the item; in addition, if your Crafting result is a critical failure, you get a failure instead.

You also gain the following action.

Call Warshard Weapon [one-action]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Requirements You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon;
Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the same plane as your warshard weapon to call it, and at 18th level, you can call your warshard weapon across any distance. If your warshard weapon is in the possession of a mythic creature that’s higher level than you or placed in an area where teleportation magic doesn’t function, attempt a DC 16 flat check. On a success, your warshard weapon still teleports to your hand.

Warshard Warrior Dedication Leads To...

Athlete's Ally, Divide and Conquer, I Am the Weapon, Indomitable Shot, Lightless Sight, Prescient Parry, Steadfast Grip, Transmute Weapon, Warshard Rune

Traits

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Destiny:

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th- level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

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